Entrope
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Huge Aberration | |
Hit Dice: | 11d8+33 (82 hp) |
Initiative: | +0 |
Speed: | 30ft. |
Armor Class: | 17 (-2 size, +9 natural) |
Base Attack/Grapple: | 0 |
Attack: | 0 |
Full Attack: | 2 claws +11 melee, bite +9 melee |
Space/Reach: | 10ft. by 20ft./10ft. |
Special Attacks: | Sunder border 0 |
Special Qualities: | Damage reduction 20/+2, elemental immunity0 |
Saves: | Fort +6, Ref +3, Will +6 |
Abilities: | Str 21, Dex 11, Con 17, Int 8, Wis 8, Cha 100 |
Skills: | Escape Artist +5, Intuit Direction +6, Listen +8, Spot +80 |
Feats: | Multiattack, Power Attack0 |
Environment: | Any land or underground |
Organization: | Solitary |
Challenge Rating: | 9 |
Treasure: | None |
Alignment: | Chaotic Neutral |
Advancement: | 12-16 HD (Huge); 17-33 HD (Gargantuan) |
Level Adjustment: | 0 |
Air, Earth, Mineral, Ooze, Salt, Water: Matter or air explodes through the hole with great force, causing 3d10 points of damage from the impact and knocking down Large or smaller creatures and stunning them for one round unless they make a successful Reflex save.Ash, Dust, Smoke, Steam: Particulate matter bursts through the tear, inflicting 2d6 points of damage. All within the radius must successfully make a Fortitude save or choke and cough for 1d6 rounds and can take only move-equivalent actions, as if nauseated.Fire, Lightning, Positive Energy, Radiance: Raw energy gushes through the rent, causing 8d6 points of damage of the appropriate type.Ice, Magma: Cold or fire energy, as well as varied amounts of matter, erupts through the tear inflicting 6d6 points of damage of the appropriated type. All Large or smaller creatures in range must make a successful Fortitude save or be knocked down and back 10 feet.Negative Energy: This hole gives a negative level to all in the burst radius. The DC to remove the negative level is 18.Vacuum: Matter and energy is drawn into this rent. The implosion inflicts 3d6 points of damage and requires a Fortitude save to avoid being drawn into the plane of Vacuum before the hole closes.
Elemental Immunity (Ex): Entropes are immune to all attacks of elemental nature, including fire, cold, lightning, acid, air or earth-based abilities or attacks (like thrown boulders), but not positive or negative energy-based attacks, except for its own.0Habitat/SocietyThese creatures are barely under the control by their faction designers and seem to lack a more palpable purpose than to cause havoc.0EcologyEntropes were projected, not born. They represent a threat to the Inner Planes and its inhabitants as a whole.For more detailed information, please see the Planescape Monstrous Compendium Appendix III (pg. 38).0